Computer Graphics World

May / June 2017

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m ay . j u n e 2 0 1 7 c g w 7 V I E W P O I N T and full-body motion capture. Integrating a motion-cap- ture system with Faceware, IKinema, Manus VR, and HTC Vive, for instance, can take a lot of testing to find out how to properly place the hardware on the performer's body, and to verify whether the data can be properly combined in the game engine – the supplied plug-ins for streaming data into the game engine don't always cooperate. Xsens' MVN has been integrated with many oth- er hardware vendors and game engines, thus enabling clients to seamlessly integrate MVN into their desired setup. UNDER PRESSURE Real-time performances are in- credibly demanding, as nothing can be "fixed in post." The pres- sure of a real-time performance for a VR application or a live show can, however, be alleviated when you can trust the tech you are using. In a real-time application, you cannot deal with data gaps typ- ically seen with optical systems when markers are occluded. Oc- clusion can be resolved by using more cameras, but to keep the system manageable (and afford- able), this is not realistic. For the price of one camera, however, you can purchase an entire additional MVN inertia system. During the development of MVN Link, there was a clear focus on making it suitable for real-time applications, which resulted in robust hardware that can take a beating. The wireless connection is also using the Wi-Fi standard connecting it to a wireless network, ensuring that all data is always received in real time. A fully redundant inertial mocap setup can also be achieved by wearing a double set of trackers on the body, each connected to a separate PC on a different Wi-Fi channel. An example of a real-time setup that requires redun- dancy and ease of use is the Royal Shakespeare Company's (RSC's) performance of The Tempest, which was performed in William Shakespeare's home- town, Stratford-Upon-Avon (see "Stage Presence," January. February 2017). The RSC is at the forefront of bringing VFX to theater with its performance of The Tempest. In a unique partnership with Intel and The Imaginarium, it reimagined the magic-filled stage production to include fully digital characters, which were driven by mocap actors on stage. The Imaginarium worked on the setup with its experienced VFX team, then handed over the real-time production to the RSC, which was trained during the rehearsals and had been running it thereaer without a hitch. THE FUTURE What is le to improve upon? I think that a tighter hardware in- tegration of the different systems will result in a more accurate per- formance, thanks to synchroni- zation. It will also result in a more versatile and easy-to-use setup. On the soware side, im- provements can be made – for example, why have separate re- targeters? Would it not be great for the user to have IKinema natively supported by Unreal, so the person does not have to in- stall it and set it up separately? There is room to grow. These are some of the exciting topics that will be covered in the July.August 2017 issue of Computer Graphics World magazine. ¢ VFX IN FILM – A look at the complex visual effects in this summer's blockbusters. ¢ EDUCATION – How schools are preparing students for a professional career. ¢ REAL TIME – The latest techniques in computer gaming. ¢ AR/VR/MR – The current state of augmented reality, virtual reality, and mixed reality. ¢ ANIMATION – Cutting-edge CGI on the big screen. AD RESERVATIONS: June 30 AD MATERIALS DUE: July 13 FOR ADVERTISING INFORMATION CONTACT OUR SALES TEAM MARI KOHN, DIRECTOR OF SALES 818. 291.1153 | mkohn@copcomm.com LISA NEELY, CORPORATE MARKETING & ADVERTISING SALES EXECUTIVE 818.660.5828 | lneely@copcomm.com WILLIAM R. RITTWAGE, PRESIDENT/CEO 818. 291.1111 | brittwage@copcomm.com next issue BONUS DISTRIBUTION AT SIGGRAPH 2017 Christopher Nichols is the director of Chaos Group Labs. Aer years with Method Studios, Digital Domain, and Gensler, he now turns his interests for VFX, research, architecture, and visualization into unique experiences for the CG community.

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